maybe this is coming from a fighting game, competitive game perspective but the way some gamers see it is that mechanics are the most direct diverse form of expression or identification with a character. Which is why I'm not too fond of AssCreed's largely thumb stick qte action.
When playing Tekken for example, the characters move set, advantages and weakness determine their character more than their appearance. Some have large hit damage, some are more nimble, some are inherently offbeat and unorthodox. Some consolidate impressive maneuvering into simple moves while others are a beast to discover their greatest faculties.
All that can be realized, and understood, and identified with completely indifferent of a character's gender. Diversity should start deeper than character facets, it should be the core of a game, and how the game world responds to different input.
Reason why Aveline in AssCreed Liberation is significant is how the world reacts to her costume change, and the limitation she faces in certain environmental situations, but not every game is going to communicate with that level of narrative depth.
Its important that we do remember the different types of games that were prevalent before the 7th gen, and how they were inherently different than the copy paste formats of modern AAA. Thats why I guess some gamers care more if the game is good rather than the look. Our marketing will be schlocky and titilating often, but the key question should always be how does it play?
Also on a side note: considering mechanics. I don't get why anyone would consult and say Mirror's Edge II's controls need to be different for women. Like what is that? As if it wasn't revolutionary enough doing first person parkour, before Dishonored came into the picture. The integrity of the game is maintained when the barriers to entry are the same for all players. I'm a lefty but I make do y'know.
When playing Tekken for example, the characters move set, advantages and weakness determine their character more than their appearance. Some have large hit damage, some are more nimble, some are inherently offbeat and unorthodox. Some consolidate impressive maneuvering into simple moves while others are a beast to discover their greatest faculties.
All that can be realized, and understood, and identified with completely indifferent of a character's gender. Diversity should start deeper than character facets, it should be the core of a game, and how the game world responds to different input.
Reason why Aveline in AssCreed Liberation is significant is how the world reacts to her costume change, and the limitation she faces in certain environmental situations, but not every game is going to communicate with that level of narrative depth.
Its important that we do remember the different types of games that were prevalent before the 7th gen, and how they were inherently different than the copy paste formats of modern AAA. Thats why I guess some gamers care more if the game is good rather than the look. Our marketing will be schlocky and titilating often, but the key question should always be how does it play?
Also on a side note: considering mechanics. I don't get why anyone would consult and say Mirror's Edge II's controls need to be different for women. Like what is that? As if it wasn't revolutionary enough doing first person parkour, before Dishonored came into the picture. The integrity of the game is maintained when the barriers to entry are the same for all players. I'm a lefty but I make do y'know.